mirror of
https://github.com/nzp-team/dquakeplus.git
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531 lines
13 KiB
C++
531 lines
13 KiB
C++
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2007 Peter Mackay and Chris Swindle.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// gl_mesh.c: triangle model functions
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#include <string.h>
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extern "C"
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{
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#include "../quakedef.h"
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}
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/*
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=================================================================
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ALIAS MODEL DISPLAY LIST GENERATION
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=================================================================
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*/
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model_t *aliasmodel;
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aliashdr_t *paliashdr;
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int used[8192];
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// the command list holds counts and s/t values that are valid for
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// every frame
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int commands[8192];
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int numcommands;
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// all frames will have their vertexes rearranged and expanded
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// so they are in the order expected by the command list
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int vertexorder[8192];
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int numorder;
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int allverts, alltris;
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int stripverts[128];
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int striptris[128];
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int stripcount;
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/*
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================
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StripLength
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================
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*/
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static int StripLength (int starttri, int startv)
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{
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int m1, m2;
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int j;
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mtriangle_t *last, *check;
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int k;
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used[starttri] = 2;
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last = &triangles[starttri];
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stripverts[0] = last->vertindex[(startv)%3];
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stripverts[1] = last->vertindex[(startv+1)%3];
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stripverts[2] = last->vertindex[(startv+2)%3];
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striptris[0] = starttri;
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stripcount = 1;
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m1 = last->vertindex[(startv+2)%3];
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m2 = last->vertindex[(startv+1)%3];
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// look for a matching triangle
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nexttri:
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for (j=starttri+1, check=&triangles[starttri+1]; j<pheader->numtris; j++, check++)
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{
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if(check->facesfront != last->facesfront)
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continue;
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for(k=0; k<3 ; k++)
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{
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if (check->vertindex[k] != m1)
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continue;
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if (check->vertindex[ (k+1)%3 ] != m2)
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continue;
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// this is the next part of the fan
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// if we can't use this triangle, this tristrip is done
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if (used[j])
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goto done;
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// the new edge
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if (stripcount & 1)
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m2 = check->vertindex[ (k+2)%3 ];
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else
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m1 = check->vertindex[ (k+2)%3 ];
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stripverts[stripcount+2] = check->vertindex[ (k+2)%3 ];
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striptris[stripcount] = j;
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stripcount++;
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used[j] = 2;
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goto nexttri;
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}
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}
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done:
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// clear the temp used flags
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for (j=starttri+1 ; j<pheader->numtris ; j++)
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if (used[j] == 2)
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used[j] = 0;
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return stripcount;
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}
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/*
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===========
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FanLength
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===========
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*/
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static int FanLength (int starttri, int startv)
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{
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int m1, m2;
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int j;
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mtriangle_t *last, *check;
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int k;
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used[starttri] = 2;
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last = &triangles[starttri];
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stripverts[0] = last->vertindex[(startv)%3];
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stripverts[1] = last->vertindex[(startv+1)%3];
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stripverts[2] = last->vertindex[(startv+2)%3];
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striptris[0] = starttri;
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stripcount = 1;
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m1 = last->vertindex[(startv+0)%3];
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m2 = last->vertindex[(startv+2)%3];
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// look for a matching triangle
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nexttri:
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for (j=starttri+1, check=&triangles[starttri+1] ; j<pheader->numtris ; j++, check++)
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{
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if (check->facesfront != last->facesfront)
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continue;
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for (k=0 ; k<3 ; k++)
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{
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if (check->vertindex[k] != m1)
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continue;
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if (check->vertindex[ (k+1)%3 ] != m2)
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continue;
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// this is the next part of the fan
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// if we can't use this triangle, this tristrip is done
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if (used[j])
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goto done;
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// the new edge
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m2 = check->vertindex[ (k+2)%3 ];
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stripverts[stripcount+2] = m2;
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striptris[stripcount] = j;
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stripcount++;
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used[j] = 2;
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goto nexttri;
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}
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}
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done:
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// clear the temp used flags
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for (j=starttri+1 ; j<pheader->numtris ; j++)
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if (used[j] == 2)
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used[j] = 0;
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return stripcount;
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}
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/*
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================
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BuildTrisSingleTriGroup
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by blubswillrule
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because though I do appreciate the ram saving abilities of generating tristrips and fans, I do not enjoy the increased amount of gpu rendering calls due to having to pass each tristrip or trifan inividually
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we're going to instead build one continuous array of triangles such that we can pass the entire model in one single draw call.
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After testing:
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rendering fps gains were negative (due to having more vertices), so let's not use this after all, hehe...
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================
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*/
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/*
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static void BuildTris (void)
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{
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int j, k;
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int startv;
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float s, t;
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int len;
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int bestverts[3072];//1024
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int besttris[1024];
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//
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// build tristrips
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//
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numorder = 0;
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numcommands = 0;
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memset (used, 0, sizeof(used));
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startv = 0;
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mtriangle_t *check;
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check = &triangles[0];
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for(j = 0; j < pheader -> numtris; j++,check++)
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{
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besttris[j] = j;
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for(k = 0; k < 3; k++)
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{
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//stripverts[stripcount+2] = check->vertindex[ (k+2)%3 ];
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bestverts[(j * 3) + k] = check->vertindex[k];
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}
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}
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len = pheader->numtris * 3;
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commands[numcommands++] = len;
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for (j=0 ; j< len; j++)
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{
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k = bestverts[j];
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vertexorder[numorder++] = k;
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// emit s/t coords into the commands stream
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s = stverts[k].s;
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t = stverts[k].t;
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//if (!triangles[besttris[0]].facesfront && stverts[k].onseam)
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// s += pheader->skinwidth / 2; // on back side
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s = (s + 0.5) / pheader->skinwidth;
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t = (t + 0.5) / pheader->skinheight;
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*(float *)&commands[numcommands++] = s;
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*(float *)&commands[numcommands++] = t;
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}
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commands[numcommands++] = 0; // end of list marker
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allverts += len;
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alltris += pheader->numtris;
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}
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*/
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/*
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================
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BuildTris
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Generate a list of trifans or strips
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for the model, which holds for all frames
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================
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*/
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static void BuildTris (void)
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{
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int i, j, k;
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int startv;
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float s, t;
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int len, bestlen, besttype;
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int bestverts[1024];
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int besttris[1024];
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int type;
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//
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// build tristrips
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//
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numorder = 0;
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numcommands = 0;
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besttype = 0;
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memset (used, 0, sizeof(used));
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union uv_union {
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int i;
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short uv[2];
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};
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union xyz_union {
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int i;
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char xyz[4];
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};
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// Reserve slot as the first entry in commands buffer,
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// After the loop, we will put number of commands there.
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commands[0] = 0;
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numcommands++;
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for (i=0 ; i<pheader->numtris ; i++)
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{
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// pick an unused triangle and start the trifan
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if (used[i])
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continue;
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bestlen = 0;
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for (type = 0 ; type < 2 ; type++)
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// type = 1;
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{
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for (startv =0 ; startv < 3 ; startv++)
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{
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if (type == 1)
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len = StripLength (i, startv);
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else
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len = FanLength (i, startv);
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if (len > bestlen)
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{
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besttype = type;
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bestlen = len;
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for (j=0 ; j<bestlen+2 ; j++)
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bestverts[j] = stripverts[j];
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for (j=0 ; j<bestlen ; j++)
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besttris[j] = striptris[j];
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}
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}
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}
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// mark the tris on the best strip as used
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for (j=0 ; j<bestlen ; j++)
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used[besttris[j]] = 1;
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if (besttype == 1)
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commands[numcommands++] = (bestlen+2);
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else
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commands[numcommands++] = -(bestlen+2);
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for (j=0 ; j<bestlen+2 ; j++)
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{
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// emit a vertex into the reorder buffer
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k = bestverts[j];
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vertexorder[numorder++] = k;
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// emit s/t coords into the commands stream
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s = stverts[k].s;
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t = stverts[k].t;
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if (!triangles[besttris[0]].facesfront && stverts[k].onseam)
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s += pheader->skinwidth / 2; // on back side
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s = (s + 0.5) / pheader->skinwidth;
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t = (t + 0.5) / pheader->skinheight;
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// Convert float 0-1 range to positive signed short range
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// so from 0 to 32767. This is how PSP wants 16bit tex coords.
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uv_union st;
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st.uv[0] = (short)(s * 32767);
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st.uv[1] = (short)(t * 32767);
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commands[numcommands++] = st.i;
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if (pheader->numposes <= 1) {
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xyz_union pos;
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pos.xyz[0] = poseverts[0][k].v[0];
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pos.xyz[1] = poseverts[0][k].v[1];
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pos.xyz[2] = poseverts[0][k].v[2];
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pos.xyz[3] = 0;
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commands[numcommands++] = pos.i;
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}
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}
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}
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commands[numcommands++] = 0; // end of list marker
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// Update the first entry again with number of commands
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commands[0] = numcommands;
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Con_DPrintf ("%3i tri %3i vert %3i cmd\n", pheader->numtris, numorder, numcommands);
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allverts += numorder;
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alltris += pheader->numtris;
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}
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#if MS2WRITING
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/*
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================
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GL_MakeAliasModelDisplayLists
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================
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*/
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void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr)
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{
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aliasmodel = m;
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paliashdr = hdr; // (aliashdr_t *)Mod_Extradata (m);
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BuildTris();
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// save the data out
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paliashdr->poseverts = numorder;
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int* cmds = static_cast<int*>(Hunk_Alloc (numcommands * 4));
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paliashdr->commands = (byte *)cmds - (byte *)paliashdr;
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memcpy (cmds, commands, numcommands * 4);
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trivertx_t* verts = static_cast<trivertx_t*>(Hunk_Alloc (paliashdr->numposes * paliashdr->poseverts
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* sizeof(trivertx_t) ));
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paliashdr->posedata = (byte *)verts - (byte *)paliashdr;
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for (int i=0 ; i<paliashdr->numposes ; i++)
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for (int j=0 ; j<numorder ; j++)
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*verts++ = poseverts[i][vertexorder[j]];
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}
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#else
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void ScaleVerts (byte *original, vec3_t scaled)
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{
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scaled[0] = (float)original[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
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scaled[1] = (float)original[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
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scaled[2] = (float)original[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
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}
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/*
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================
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GL_MakeAliasModelDisplayLists
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================
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*/
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void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr)
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{
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int i, j;
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int *cmds;
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trivertx_t *verts;
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aliasmodel = m;
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paliashdr = hdr; // (aliashdr_t *)Mod_Extradata (m);
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// Tonik: don't cache anything, because it seems just as fast
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// (if not faster) to rebuild the tris instead of loading them from disk
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BuildTris(); // trifans or lists
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// save the data out
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paliashdr->poseverts = numorder;
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cmds = static_cast<int*>(Hunk_Alloc (numcommands * sizeof(int)));
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paliashdr->commands = (byte *)cmds - (byte *)paliashdr;
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memcpy (cmds, commands, numcommands * sizeof(int));
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// Only allocate this for animated models, static models have their vert coords in the command buffer for speed
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if (paliashdr->numposes > 1)
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{
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verts = static_cast<trivertx_t*>(Hunk_Alloc (paliashdr->numposes * paliashdr->poseverts
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* sizeof(trivertx_t)));
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paliashdr->posedata = (byte *)verts - (byte *)paliashdr;
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for (i=0 ; i<paliashdr->numposes ; i++)
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for (j=0 ; j<numorder ; j++)
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*verts++ = poseverts[i][vertexorder[j]];
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}
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// code for elimination of muzzleflashes on viewmodels
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/*if (m->modhint == MOD_WEAPON && qmb_initialized && r_part_muzzleflash.value)
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{
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vec3_t scaledf0, scaledf1; // scaled versions of the verts (need to prescale for comparison)
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float vdiff; // difference in front to back movement
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qboolean *nodraw; // true if the vert is a muzzleflash
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// get pointers to the verts
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trivertx_t *vertsf0 = (trivertx_t *)((byte *)hdr + hdr->posedata);
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trivertx_t *vertsfi = (trivertx_t *)((byte *)hdr + hdr->posedata);
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// set up the nodraw buffer
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nodraw = static_cast<qboolean*>(malloc (numorder * sizeof(qboolean)));
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// setthese pointers to the 0th and 1st frames
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vertsf0 += hdr->frames[0].firstpose * hdr->poseverts;
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vertsfi += hdr->frames[1].firstpose * hdr->poseverts;
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// now go through them and compare. we expect that (a) the animation is sensible and there's no major
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// difference between the 2 frames to be expected, and (b) any verts that do exhibit a major difference
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// can be assumed to belong to the muzzleflash
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for (j = 0; j < numorder; j++)
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{
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ScaleVerts (vertsf0->v, scaledf0);
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ScaleVerts (vertsfi->v, scaledf1);
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// get difference in front to back movement
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vdiff = scaledf1[0] - scaledf0[0];
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// if it's above a certain treshold, assume a muzzleflash and mark for nodraw
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// 10 is the approx lowest range of visible front to back in a view model, so that seems reasonable to work with
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if (vdiff > 10)
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nodraw[j] = qtrue;
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else nodraw[j] = qfalse;
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// next set of verts
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vertsf0++;
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vertsfi++;
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}
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// copy the relevant verts from the first frame to every other frame
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for (i = 1; i < paliashdr->numframes; i++)
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{
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// get pointers to the verts again
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vertsf0 = (trivertx_t *)((byte *) hdr + hdr->posedata);
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vertsfi = (trivertx_t *)((byte *) hdr + hdr->posedata);
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// set these pointers to the 0th and i'th frames
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vertsf0 += hdr->frames[0].firstpose * hdr->poseverts;
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vertsfi += hdr->frames[i].firstpose * hdr->poseverts;
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for (j = 0; j < numorder; j++)
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{
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// copy the verts from frame 0
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if (nodraw[j])
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{
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vertsfi->v[0] = vertsf0->v[0];
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vertsfi->v[1] = vertsf0->v[1];
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vertsfi->v[2] = vertsf0->v[2];
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}
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// next set of verts
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vertsf0++;
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vertsfi++;
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}
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}
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// release the nodraw buffer
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free (nodraw);
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}*/
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}
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#endif
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